[FE8] Fire Emblem: Liberty's Beacon [12/25 Chapters][WIP]

Why not just make the start of ch 9 a game over?

That is…odd. Apparently the player placement data for Ch 3 got deleted somehow? I’ll rectify this post-haste.

This didn’t occur until now, but I’m seeing the same error. (Guess it wouldn’t be a fresh Liberty’s Beacon patch without a weird bug occuring, since I don’t really have any private play testers currently)

I guess I could make the start of Chapter 9 a game-over, yeah. Really easy fix for me to make, but I’m a little spooked that it happened in the first place.

I’ll do another fresh play-through to see if there’s any other odd bugs I run into before FEE3! The Googledrive has been updated with the appropriate patch.

I have changed the placement to reflect their join levels/equipment since you may not have played since Zenobius was moved to Chapter 2.

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I hate to reply to myself like this but in my haste to push out the fix I encountered, I realize the preps slots in Chapter 3 weren’t properly set again. My apologies for this. The ACTUAL correct patch is now in the google drive and old patch has been since removed. Moving forward, I’ll be working on Chapter 9 as well as graphical updates including a new stat screen, more UI changes and an updated battle animation for Caliope that I will custom-make myself.

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Ran through the demo twice and I was pretty blown away by it. It looks and plays a lot more polished and I can tell that you’ve put a lot of love and effort into this hack.

I really like the retooled chapter 1x, it’s a significant improvement over it’s predecessor imo. I do feel like you could wait one more turn before bringing in the reinforcements though. Also, I was kind of disappointed in the handaxe being the left chest. I risked Merryl dying to the reinforcements to grab it and she barely made it out alive and I had to skip out on the Spirit Dust my first run thru. I ended up ignoring that chest and nabbed the Spirit Dust the second time and felt that was the superior play from every angle. You might want to change it from a handaxe to something a little more desirable.

I also really like Chapter 2. While it’s easier to bunker down and wade out the 9 turn limit there are missable goodies that encourage a more offensive approach.

Chapter 3 was already a solid chapter that didn’t need much improvement.

Chapter 4 was a little low energy. On one hand I do appreciate a map where you can take your time after 4 maps of anti-turtles needling you onward but at the same time it feels a bit meh. You’ve got the initial crush of enemies near your starting point that you have to deal with. Then you’ve got kind of a dead middle until you make it to the bosses.

Chapter 5 is good. The bandits near the south village encourage you to hurry. The enemy density feels a bit low.

Chapter 6 is solid like before.

Chapter 7 is good. Terah’s recruitment feels much more organic than in the old Chapter 1x. The boss quote between Asphodel and Elliot was a treat. Surprised there’s no boss chatter between Ashphodel and Harvey.

Chapter 8 was a good jump in difficulty with the turn limit, I managed to get everyone out just in time on both runs.

Overall, I am loving the progress that you’ve made. I did run into some bugs and typos.

  1. You mentioned a bug in Chapter 5 where an enemy unit would turn blue and crash the game. This sort of happened to me. One of the enemy cavalry near the bottom of the map turned blue at the start of the map and fought against the enemy army. Thankfully nothing crashed on my end and I was able to complete the map as normal. The two bandits threatening the village disappeared. I didn’t see them fight the turncoat generic cavalry so they might have just been deleted from existence because of that bug or something. The FoW makes it impossible to see what happened.
  2. This same bug happened again in Chapter 6. The enemy axe fighter in the same room as the boss turned blue at the start of the map. during the course of the enemy turn O’Malley jumped off his throne to fight him. The battle animations started and then my game crashed. I Resumed the chapter and everything turned back to normal even though the enemy turn was still on going instead of reverting back to the end of my turn. The enemy axefighter had turned red again and I was able to complete the map as normal. In my first run, however, he had maxed out Speed and Luck and unlimited HP. Thankfully he was completely docile and I was able to kill the boss and progress as normal with no further hassle.
  3. In Chapter 1 the wolf enemy near the boss keeps moving back and forth. I’ve never seen that kind of behavior in FE before, vanilla and hackroms, so I assume this is some kind of bug? It’s doesn’t affect gameplay but it does lengthen the enemy phase a little bit as he shuffles back and forth.
  4. Interlude 1, I can’t give the Red Snapper to Clara Blackstone. You mention in the hack that Interlude 1 is incomplete so I am not sure if this why or if this is a bug so I decided to report it regardless.
  5. During Chapter 8, when I escape with Tomoe the game shows me Asaph’s portrait and escape quote.
  6. Technically you can play chapter 9 but it’s only a bit into the opening scene. The game then crashes during the dialogue. I believe you mentioned that it was your intent for the hack to loop back to the Chapter 1 so I wanted to bring that up.
  7. Harvey doesn’t attack when he’s an enemy in Chapter 7. I assume this is intentional but I wanted to make sure you were aware just in case.
  8. When you start chapter 7 the wagon is smashed into the same space as one of the playable units instead of having it’s own space. You have to move the wagon before you can move the unit that’s on the same space. Thankfully this doesn’t crash the game.

As for typos:

  1. In chapter 7, the old man who tells you about the bridge keeper remarks that he’s known him for ‘fourty’ years instead of ‘forty’ years.
  2. At the end of Chapter 3, Zenobius remarks that “How long as it been since we’ve last broken bread together?”
  3. At the end of Chapter 7 Esua tells Terak he can’t ‘suade’ her.

That’s everything that I found. I can’t wait to play the next few chapters!

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    1. You mentioned a bug in Chapter 5 where an enemy unit would turn blue and crash the game. This sort of happened to me. One of the enemy cavalry near the bottom of the map turned blue at the start of the map and fought against the enemy army. Thankfully nothing crashed on my end and I was able to complete the map as normal. The two bandits threatening the village disappeared. I didn’t see them fight the turncoat generic cavalry so they might have just been deleted from existence because of that bug or something. The FoW makes it impossible to see what happened.
    2. This same bug happened again in Chapter 6. The enemy axe fighter in the same room as the boss turned blue at the start of the map. during the course of the enemy turn O’Malley jumped off his throne to fight him. The battle animations started and then my game crashed. I Resumed the chapter and everything turned back to normal even though the enemy turn was still on going instead of reverting back to the end of my turn. The enemy axefighter had turned red again and I was able to complete the map as normal. In my first run, however, he had maxed out Speed and Luck and unlimited HP. Thankfully he was completely do

This is a bug cannot seem to find an answer for right now, but it’s good to know it’s showing up in more than one spot. I think someone suggested that it happens if you load too many units in one unit group?

Chapter 4 was a little low energy. On one hand I do appreciate a map where you can take your time after 4 maps of anti-turtles needling you onward but at the same time it feels a bit meh. You’ve got the initial crush of enemies near your starting point that you have to deal with. Then you’ve got kind of a dead middle until you make it to the bosses.

The low energy is intentional, as it is meant to be almost a beat-for-beat homage to Anna’s recruitment chapters in Awakening and Fates. Naturally, the Citan look-alikes are an homage to Anna’s paralogue chapter in Engage and then you have the identical sibling bosses being the nod to Fire Emblem’s twin boss archetype. It’s all just a matter of me adjusting enemy AI and enemy placement a bit so there’s less dead turns in this chapter, since Ch 4 (which was going to be called Paralogue 1 before the recent patch) is my second newest chapter in the patch you have access to.

Ch 7. Harvey does have a boss conversation with Plutarch, but it seems like I forgot to designate the conversation to the correct chapter. I’ll look into it.

Ch 8. is getting a slight boost in size now with the caveat of me taking the turn limit away in the newest patch until I start to nail down what the expected time to escape is. You now have 12 units +your 2 reinforcement units for this chapter, so 13 turns to have everyone escape in time might be a bit unreasonable.

Chapter 9 is in the works for the next release. I opted to just throw in a “game over” event as per The Great Nothing’s suggestion to prevent people from progressing, but it’ll release before my FEE3 trailer is revealed. Mark November 10th on your calendars!

In Chapter 1 the wolf enemy near the boss keeps moving back and forth. I’ve never seen that kind of behavior in FE before, vanilla and hackroms, so I assume this is some kind of bug? It’s doesn’t affect gameplay but it does lengthen the enemy phase a little bit as he shuffles back and forth.

The idea with this is the wolf is on “guard duty”, so I gave it randomized AI…which is understandably annoying. If you have a better idea for a patrol AI, I’ll take suggestions!

Interlude 1, I can’t give the Red Snapper to Clara Blackstone. You mention in the hack that Interlude 1 is incomplete so I am not sure if this why or if this is a bug so I decided to report it regardless.

This side-quest isn’t complete yet, as I don’t know how to run a check inventory event. The intention is for Asaph to come back to the inn with the item and then receive your reward from the innkeeper.

Harvey doesn’t attack when he’s an enemy in Chapter 7. I assume this is intentional but I wanted to make sure you were aware just in case.

Yep, this is intentional. The idea is he’s too cowardly to actually raise his axe.If someone skips all the story they have another chance to recruit him without checking his stats.

At the end of Chapter 7 Esua tells Terak he can’t ‘suade’ her.

Suade is a very archaic term for the word “persuade”, but I’ll concede. I can change it to sway.

Thank you for the detailed feedback! For fun, I made a tierlist for the currently playable units and units that will be joining in Chapter 9 and 10. Feel free to rank them based on personal preference or personal experience, I’ll update the tier list maker as the game develops!

https://tiermaker.com/create/libertys-beacon-units-18783341

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A new patch is being worked on, but it may take more time than expected.

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imageIndeed you should, Cygnus, indeed you should.
Anyway, play Liberty’s Beacon. Link unrelated.

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Hey future and current Beacon bearers! It’s everyone’s favourite time of the year, FEE3! This year’s trailer was a joint effort between Hatsuru and I, although they did the majority of the work. I have a special new patch for you guys to sink your teeth into that adds two new chapters, bringing the chapter count of Liberty’s Beacon to eleven!(plus one Interlude) It feels so good to get across the threshold of ten maps, since originally I wasn’t even sure I’d be able to make ten of these. The plot is thickening in the land of Falibria as motives are taking light and figures are making their move…how will Asaph survive what comes next? You’ll just have to play the new patch and stay tuned to find out!

For those who have yet to try the demo, my elevator pitch for Liberty’s Beacon is that it’s a story-focused hack with a plot focused on the rippling effects of colonization. Normal difficulty is on par with Hag in White’s/Dream of 5 so it’s very approachable for players looking for a fun time, not necessarily a frustrating time.

Here’s a small tidbit of things that have been added:

The Credits text file is still being adjusted, as I put off updating it for much of the year. If you don’t see your name credited in the file, rest assured that I am updating it as I thumb through my assets!

Going forward, I will be taking a break from producing new chapters to fine-tune and polish up the first eleven maps of Liberty’s Beacon to improve the experience and general feel of the hack. There are some things in later maps that feel rough around the edges, so I’d like to fix that.

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Does that include the map designs themselves?

I personally think the chapter could use a tile or two extra in the y-axis, but if you’re not keen on changing any of that sort of stuff, I did a quick edit of the map trying my best to preserve the structure of the original.

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Yes, it does. Maps are the lifeblood of any romhack, after all. Thank you for the suggestion. Do you mind if I use it?

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Nope go right ahead; feel free to DM me if you need the specific map data.

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It looks like when I adjusted Joan’s Lance rank, I forgot that affected her ability to use the Flame Lance in her starting inventory. The recent patch fixes this! I’ll be pushing out small adjustment patches, which I don’t think will be required to download for those who have already started. The next one will add more boss quotes to the first 11 maps.

For those who have played up to Chapter 10, I am very interested in hearing your thoughts! I have included the proper fishing reward and a fix to the Chapter 9 range events in an updated patch!

Happy New Year’s everyone! Normally I’d wait to post the latest patch before making an update thread, but I thought I should give you a bit of an update on how game progress is going. To start, I’m actually making headway into Chapter 11 (Map 12) of my project and have been adding new weapons and adjusting old maps in my hack as I receive more feedback. Ch 4, 8 and 10 have all received some decent game-play feel adjustments to them as I replayed them and I’ve been working on finding new tracks to replace old songs as well as adding new scenes to old chapters. I also made a new stat screen by splicing one of my old ones with one by Der and one by Circleseverywhere! I won’t say much beyond the fact that the next series of chapters brings in the start of the second major story arc of Liberty’s Beacon.

I may or may not hold off on releasing the next patch with the one additional chapter, but we’ll see how it goes. Have a happy new year everyone and happy hacking!

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So you know how I said Liberty’s Beacon won’t have split promotion? Turns out I have too many fun ideas for additional classes now, so it will have split promotion. Stay tuned!

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New patch is out! Only one new chapter for now, but I wanted to prove this project isn’t dead. (Wish I knew how to format these images properly)

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I started up the new patch and after completing Chapter 1, I got skipped right to Chapter 7. The intro for Chapter 7 played out as usual, but only the units from Chapter 1 were available in the preps and Formation.

Oh, I know why that is. I had to test something. Let me fix that, the new patch in the OP should adjust that.

By the way, you should be able to get your old save back by renaming your patch to be the same as your save.

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After applying the latest patch, it worked. Thanks.

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The newest chapter is fun, but I think it needs a little more polish in the gameplay department. There wasn’t a whole lot of pressure on the player to keep the enemies away from the goal. Only the cavalry reinforcement that show up at the north threaten a game over if you didn’t station any units back at the start. The enemy unit that spawned in with a door key failed to open the Southern door as well which completely removed any pressure from that direction. You could switch it from a door to a breakable wall if getting the enemy to use the door key is being too finicky.

There also felt like a lack of enemies in general on that map. Your army can deal with the northern spawn and recruit Amanda while Rachel and the greens deal with the center group which they handled pretty well. Then you’ve got reinforcements spawning near the ship which makes sense ludonarratively but it means they don’t really threaten the goal area near your army’s starting position. The green units also did a pretty good job at killing the enemy so you might want to tweak them to be a little less effective.

Clinton’s a really cool character and his design is pretty top tier. Rachel’s cool too and I am interested in seeing her interactions with Leah going forward.

The rest of the hack was fun as usual. There was some text box issues where the text box wouldn’t sit nice within the frame or it would glitch out and the text would be run on a small square in the middle of a large text box. I couldn’t get good screenshot of that happening, sorry.

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